nightingale Posted August 11, 2015 Share Posted August 11, 2015 Adding "/Agencies/" to keepLoaded list in @Default.cfg should fix that. Double-check if this works and I'll release an update.I asked the original issue reporter (Whovian) to try this out and report back here. Quote Link to comment Share on other sites More sharing options...
Whovian Posted August 12, 2015 Share Posted August 12, 2015 Yep. I can report that both the new BAE update and the fix shaw suggested fix the problem. Quote Link to comment Share on other sites More sharing options...
Thegamer211 Posted August 12, 2015 Share Posted August 12, 2015 Is there any pack that adds orange eva suits? (I mean the one with helmet) Quote Link to comment Share on other sites More sharing options...
Mister Dilsby Posted August 12, 2015 Share Posted August 12, 2015 Hey wonderful texture wizards--am looking to create a couple of custom IVA suit sets for use in my comics. Have researched a bit after downloaded some other folks' packs and think I can do what needs to be done with some unholy combination of paint and powerpoint. (Unfortunately existing packs such as Gregoxmun's and others will not do--I have a certain vision of what the Kerbfleet suits need to look like which is different from Starfleet or anything else )Here's where I need a bit of help--can someone point me to a very basic stripped set of files to start from? Ideally I would like to start from SQUAD's white/orange suit models but I know that may not be possible. Thank you in advance, and of course if I manage to pull this off I will make the packs available here. Quote Link to comment Share on other sites More sharing options...
Vorg Posted August 12, 2015 Share Posted August 12, 2015 Hey wonderful texture wizards--am looking to create a couple of custom IVA suit sets for use in my comics. Have researched a bit after downloaded some other folks' packs and think I can do what needs to be done with some unholy combination of paint and powerpoint. (Unfortunately existing packs such as Gregoxmun's and others will not do--I have a certain vision of what the Kerbfleet suits need to look like which is different from Starfleet or anything else )Here's where I need a bit of help--can someone point me to a very basic stripped set of files to start from? Ideally I would like to start from SQUAD's white/orange suit models but I know that may not be possible. Thank you in advance, and of course if I manage to pull this off I will make the packs available here.Up a few post (http://forum.kerbalspaceprogram.com/threads/107471-1-0-4-TextureReplacer-2-4-7-%284-7-2015%29?p=2116932&viewfull=1#post2116932) tells how to get the textures out. I found the white suit along with suits for the guys running around in the hanger and both suit and head textures for the game aid guys (the ones in the popup and such). But I did not find the orange suit.Also noticed that one of the custom head packages has normal maps for the head, but I found none in stock. Guessing if added, they are used. Quote Link to comment Share on other sites More sharing options...
Mister Dilsby Posted August 13, 2015 Share Posted August 13, 2015 Up a few post (http://forum.kerbalspaceprogram.com/threads/107471-1-0-4-TextureReplacer-2-4-7-%284-7-2015%29?p=2116932&viewfull=1#post2116932) tells how to get the textures out. I found the white suit along with suits for the guys running around in the hanger and both suit and head textures for the game aid guys (the ones in the popup and such). But I did not find the orange suit.Thank you! Will attempt. If this means I can have models of some non-kerbonauts running around the KSC grounds it will expand my graphic possibilities Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted August 15, 2015 Share Posted August 15, 2015 Hey Shaw I've been curious. Is there basically no way to have both normal maps and reflections on a piece? It always upsetting me when I don't see grooves in my reflective windows . Quote Link to comment Share on other sites More sharing options...
shaw Posted August 15, 2015 Author Share Posted August 15, 2015 (edited) It is possible, reflections should always keep normal maps. Only emission and reflections can't work together (unless someone makes a shader for that).Here you can see working normal maps on Mk1-2 with the sample config file that used to be distributed in Extras/ folder of TR. Edited August 15, 2015 by shaw Quote Link to comment Share on other sites More sharing options...
lajoswinkler Posted August 15, 2015 Share Posted August 15, 2015 Is it possible to use TR for making suits that would actually have a function? Quote Link to comment Share on other sites More sharing options...
Vorg Posted August 16, 2015 Share Posted August 16, 2015 I have run into a bit of a problem. I have several heads in the heads folder (52 plus 3 NRM's for 3 of the heads). I found one of the kerbals has a solid black face cept for the eyes. The selector option doesn't say which file, so while I see the black face there also, I don't know which texture it is. It would be nice if it showed the file name for the currently selected textures in that window. I'm kinda wondering if it's trying to use one of the NRM's as a texture though I would expect it to be the color you see when viewing those maps, not solid black. Quote Link to comment Share on other sites More sharing options...
shaw Posted August 17, 2015 Author Share Posted August 17, 2015 I have run into a bit of a problem. I have several heads in the heads folder (52 plus 3 NRM's for 3 of the heads). I found one of the kerbals has a solid black face cept for the eyes. The selector option doesn't say which file, so while I see the black face there also, I don't know which texture it is. It would be nice if it showed the file name for the currently selected textures in that window. I'm kinda wondering if it's trying to use one of the NRM's as a texture though I would expect it to be the color you see when viewing those maps, not solid black.Textures are in the same order as loaded by Unity, so lexical by ASCII codes. The black texture is probably caused by an image that Unity failed to load, most likely a TGA. TGAs sometimes fail to load since KSP 0.24, so convert them to something else (preferably a compressed + mipmapped DDS to speed up loading). Quote Link to comment Share on other sites More sharing options...
Whovian Posted August 17, 2015 Share Posted August 17, 2015 Anyone got the Biosuits' visors working? When I try, they just look like ordinary visors. And yes, I did try turning the reflections off. Quote Link to comment Share on other sites More sharing options...
Vorg Posted August 18, 2015 Share Posted August 18, 2015 It's all .dds and .png files Quote Link to comment Share on other sites More sharing options...
gkorgood Posted August 18, 2015 Share Posted August 18, 2015 @shaw: what are the recommended pixel dimensions and file type for navball textures? Quote Link to comment Share on other sites More sharing options...
Vorg Posted August 18, 2015 Share Posted August 18, 2015 Does TR know to auto look in sub folder off the heads folder? I want to split off the male and female heads into two sub folders Quote Link to comment Share on other sites More sharing options...
shaw Posted August 19, 2015 Author Share Posted August 19, 2015 (edited) @shaw: what are the recommended pixel dimensions and file type for navball textures?Dimensions don't really matter, I use 599x300 DXT1 without mipmaps (it's the navball texture from RPM converted to DDS). DON'T GENERATE MIPMAPS or navbals will be too blurry.Does TR know to auto look in sub folder off the heads folder? I want to split off the male and female heads into two sub foldersYes, that works perfectly for both heads and suits, but the directory then becomes a part of the texture name, so you need to specify it in a config file too. E.g. if you move heads to "Heads/TR" subdir, you need to change "femaleHeads = head1 head2" to "femaleHeads = TR/head1 TR/head2". Separator is always "/" no matter which OS you have. Edited August 19, 2015 by shaw Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted August 19, 2015 Share Posted August 19, 2015 hi shaw, I have a question about TextureReplacer.I want to change the color of the sun corona, I was able to do this by putting the new texture in:GameData/TextureReplacer/Default/suncoronanew.ddswould it be possible to keep the texture inside my mod's folder and write a config that will tell TR to replace the stock corona with the texture I'm providing? Quote Link to comment Share on other sites More sharing options...
Vorg Posted August 20, 2015 Share Posted August 20, 2015 I want to try making my own head/suit textures using the stock textures as base. I dug out the head textures. The Red blobs ether side of the white (assuming that is for the teeth), are they both tongue textures, top and bottom? Quote Link to comment Share on other sites More sharing options...
shaw Posted August 20, 2015 Author Share Posted August 20, 2015 hi shaw, I have a question about TextureReplacer.I want to change the color of the sun corona, I was able to do this by putting the new texture in:GameData/TextureReplacer/Default/suncoronanew.ddswould it be possible to keep the texture inside my mod's folder and write a config that will tell TR to replace the stock corona with the texture I'm providing?No.I want to try making my own head/suit textures using the stock textures as base. I dug out the head textures. The Red blobs ether side of the white (assuming that is for the teeth), are they both tongue textures, top and bottom?I don't know, probably. Quote Link to comment Share on other sites More sharing options...
-ctn- Posted August 23, 2015 Share Posted August 23, 2015 I'm sorry if this has been asked, but I couldn't find it. Does anyone have a UV Wrapped model of a Kerbal? So that I can check my texture alignment and see how it looks without loading up the game everytime? It would be really helpful. I've seen some models people have done for references and stuff but those don't use the game's suit texture. As it might require mucking around the assets data, feel free to PM me as well, as I'm pretty sure that is frowned upon by Squad. Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted August 24, 2015 Share Posted August 24, 2015 (edited) Hello! Shaw I was wondering if you could answer a question regarding WindowShine and your reflection plugin. Are you/will you look into the possibility of reflective parts retaining their normal maps and highlighting in the future? I'm hoping the U5 update might open more doors for this. I would look into it myself if I knew anything about coding. Again thanks for creating such an awesome mod and plugin. I will always make sure the populace knows that you're the real reason true reflections could ever be a thing. Edited August 24, 2015 by Avera9eJoe Quote Link to comment Share on other sites More sharing options...
KMC Posted August 24, 2015 Share Posted August 24, 2015 Ok. I need to learn how to make my own textures. I might just copy and retexture a copy of scart's pack. Quote Link to comment Share on other sites More sharing options...
amankd Posted August 24, 2015 Share Posted August 24, 2015 hi, im trying to make the hubs of the wheels in my mod reflective, i started out using the windowshine method but im having issues, it works fine on some parts from another mod but when it comes to my wheels (which have a different texture for the hub and the rubber) i cant seem to make the hub reflective, i cant even make the whole tyre reflective, do reflections just no work on wheels or what? Quote Link to comment Share on other sites More sharing options...
shaw Posted August 25, 2015 Author Share Posted August 25, 2015 Hello! Shaw I was wondering if you could answer a question regarding WindowShine and your reflection plugin. Are you/will you look into the possibility of reflective parts retaining their normal maps and highlighting in the future? I'm hoping the U5 update might open more doors for this. I would look into it myself if I knew anything about coding. Again thanks for creating such an awesome mod and plugin. I will always make sure the populace knows that you're the real reason true reflections could ever be a thing. Reflective parts currently retain normal maps (I posted a screenshot a page back), for retaining highlighting, a new reflective shader needs to be written. Currently I use Unity's stock reflective shaders (Squad doesn't provide any) in most cases and my custom shader for visors, none of them supports highlighting. Maybe I'll write reflective versions of Squad's shaders in some point the future.hi, im trying to make the hubs of the wheels in my mod reflective, i started out using the windowshine method but im having issues, it works fine on some parts from another mod but when it comes to my wheels (which have a different texture for the hub and the rubber) i cant seem to make the hub reflective, i cant even make the whole tyre reflective, do reflections just no work on wheels or what?TR probably fails to map shaders correctly. Try using some "more standard" shaders, like "KSP/Bumped Diffuse" or similar. Alternatively you can manually specify the reflective shader to by adding "shader = Reflective/Bumped diffuse" to TRReflection module's configuration. Quote Link to comment Share on other sites More sharing options...
amankd Posted August 25, 2015 Share Posted August 25, 2015 (edited) TR probably fails to map shaders correctly. Try using some "more standard" shaders, like "KSP/Bumped Diffuse" or similar. Alternatively you can manually specify the reflective shader to by adding "shader = Reflective/Bumped diffuse" to TRReflection module's configuration. Edited August 25, 2015 by amankd Quote Link to comment Share on other sites More sharing options...
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